
Project Abyss
A pixel-art submarine survival RPG with real resource loops and a three-branch tech tree - compelling on paper, rough around enough edges to keep it out of recommendation-tier for most buyers.
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About Project Abyss
I keep a mental shortlist of underwater games that actually model resource pressure rather than just dressing up fetch quests in scuba gear, and Project Abyss earned a spot on that list for about two hours before its design warts started showing. The core loop is genuinely interesting: you pilot a mini-submarine through the Mariana Trench, managing fuel and oxygen simultaneously, deciding when it is safe to exit the sub as a diver - where oxygen burns significantly faster and hostiles hit harder - and when to stay buttoned up and let your drone do the retrieval work. The mechanical ambition here is real. There are three tech trees to work through - Survival, Attack, and Defence - and the upgrade decisions carry actual weight. Stronger drills and bigger oxygen tanks open new destructible terrain, while torpedo loadouts and turret countermeasures shift the late-game combat calculus. Looting wrecks means blowing doors with C4 or boring through rock layers, and the hotbar-driven equipment system keeps you juggling resources in a way that feels closer to light sim territory than standard action-RPG padding. The pixel art is layered and atmospheric, and the day-night cycle adds a light-management consideration that rewards players who plan routes carefully rather than just rushing objectives. Where the game starts losing me is the quality-of-life layer. Controls cannot be rebound, which is an inexcusable omission in 2016 or any year after it. Steam Overlay does not function, meaning no in-client screenshots and a minor but persistent friction when alt-tabbing. Sound design was flagged by reviewers as repetitive, and with only 35 Steam user reviews on record sitting at a mixed 57% positive score, the game never attracted enough of a community to generate the bug-fixing or modding momentum that rescues rough-edged indies. There is no mod ecosystem to speak of, and post-launch content updates appear minimal. Who actually gets value here? If you are specifically hunting for a 2D submarine game with tangible upgrade loops and do not mind a stiff control scheme, the niche is genuinely underserved and Project Abyss fills part of it. The story unfolds through collected notes rather than cutscenes, which I appreciate for pacing. Boss encounters gate new areas, and the hostile sea life roster - sharks, orcas, turrets, poisonous flora - provides enough variety to sustain a mid-length run. Newcomers should expect a partially voiced tutorial that covers the basics but leaves some mechanical nuance undocumented, so budget an hour of forum reading to fill the gaps. For anyone prioritising polished controls, an active community, or post-launch support, the mixed reception tells the real story. This is a small-team passion project with a stronger mechanical skeleton than its execution delivers. Worth picking up at a discount if the submarine-survival subgenre is your thing; harder to justify at full price given the unresolved quality-of-life issues. Diego, Scout Team
Tags
System Requirements
Minimum
- OS
- 7+
- Memory
- 1 GB RAM
- DirectX
- Version 10
- Storage
- 400 MB available space
- Graphics
- NVIDIA GeForce GTX 260, ATI Radeon 4870 HD, or equivalent card with at least 512 MB VRAM
- Processor
- 1.7 GHz Dual Core
- Sound Card
- DirectX Compatible Sound Card
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Game Info
- Developer
- Tall Story Studios
- Publisher
- Prey Interactive
- Release Date
- Nov 18, 2016